Sunday, March 29, 2026

Unisystem to Cyberpunk 2020, Resident Evil vs Edgerunners

While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.

This would let me access all the variable things from All Flesh Must Be Eaten and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really should have saved the landing page, but for the point of my conversion, these were good enough.

https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm

https://web.archive.org/web/20041115083816/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_cyberware.htm

https://web.archive.org/web/20050221060251/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_zombies.htm


Credit to whoever made these.

 

I just did some reversing and eyeballing to come up with the stat to stat conversion equations.

Since Unisystem also used stat + skill + 1d10, I just applied the Shadowrun conversion number (x1.666) to change the 1-6 results into 1-10. Then fiddled with them to get the right spread.

Originally, I did a formula:

Stats were rounded to the nearest whole number and 2 is added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less

BODY = STR and CON are converted to 2020 numbers separately. With CON having accounting for any extra Dead Points about the normal 15. by dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10 for the remainder, so the numbers don't get too big. 15 in Unisystem being 25 in Interlock. The final tally is averaged.

This proved too unwieldly because Unisystem assumes 2 = competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended up using a simpler chart, erasing the last several days of work on this and making my third revision:

1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10

After than I tried to get it so 12 = 20, which returned us to a normal 1.666 multiplier from before for scores over 6

BODY was still an average of the Cyberpunk 2020/Interlock score with Dead Points still effecting CON

INT is both INT and TECH for those Zombies which can use tools. There is a slight disconnect here, with many zombies having negative INT. This was resolved as followed, a INT of 0 or less means a Zombie has an INT of 1 and not TECH score.

PER ended up just being Awareness, as there is no core awareness/Wisdom stat in Interlock.

Pushing Will from a sort of Charisma/Force of personality thing to COOL

Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres), divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to get running.

That matches up pretty much with MA (meters per round, x3 for running)

Zombies tend to have fixed speeds though, so the normal score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.

Skills were recalculated the same way to fit 2020 numbers.

If I was to do this for Cyberpunk RED, I’d go back to the start and rework these all again

 

The sample homebrewed zombie below had a few additions. In general, I don't hold the idea of living zombie being fully immune to conventional firepower, so I employ a Battletech idea. A zombie who has two hit locations destroyed bleeds out eventually (Timeframe at the Referee's discretion).

The description said Damage Resistance (halve damage) but also said this was the result of the Decentralized heart emerging, so I stuck to the 2020 version.

The spine weak point and the regeneration remain unchanged from AFMBE.

Damage remains an issue, multiply Bite 1d4 by STR gets a range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through what the conversion rated Light Armourjackets and like all slashing/stabbing weapons in that game, doubles penetrating damage

Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent and 2020 generally rates melee attacks as not very good (unless martial arts).

I was suggested damage for teeth should be 1d6 or 1d6/2+1 since 2020 leans more on realism.

Anytime I present an alternative with a # at the start are more tone-based damage which is higher than what might be "realistic “for a zombie.

 

Biotechnica Zombie

A horrible nano-bot firmware glitch affecting people with both Muscle & Bone Lace and Skinweave.

BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8

REF = 2 = 6

INT = 1 = 3

TECH = 1 = 3

COOL = 2 = 6

MA = 4 x 0.75 = 3

EMP = NA

LUCK = NA

ATT = NA

Skills

Awareness = 1 = 3

Brawl = 2 = 6

Melee = 2 = 6

Attack Bite 1d6/2+1 (#1d6+3) or with Weapon

An alternative idea would be to up all damage as a Bite in AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be the same as a Large Knife in this adaption.

Therefore, you could upgrade the Bite to 1d6+3 and so take any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or Wolvers, 3d6(AP).

BTM -3 DAM +2

Skinweave SP 12

Weak Point - Spine: Only Called Shots/Destruction of Torso can stop it

Decentralized Heart +2 to Death Save to Torso

Regenerates 1 Damage per round

Can use simple tools and traps, possesses long-term memories and animal cunning, eats organs, doesn't spread

 

Now that’s out of the way, let’s get into the Resident Evil monsters. Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I am cheating though by adding Crimson Heads from the 2002 remake of Resident Evil, but that is to bulk out the humanoid section. I was going to do 1 post per game, but I spent so long redoing the conversion math repeatedly, we will do this by theme instead. No real attempt a lore here, it’s your games.

Monsters that were or were partly human.

 

T-Virus RULES

Any Bite/Scratch that breaks the skin or causes ingestion transmits the infection, the victim takes 1d6 damage every hour or 1 per day with incidental infections such as droplets (Resist with diseases and bio war agents for 1d6/2 damage) until death occurs by any means. Within the next hour they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.

 

Zombie/Modified Zombie

BODY 5

INT 1

REF 3

COOL 3

MA 2

Skills

Notice +3

Brawl +6

Bite 1d6/2+1 (#1d6+3)

Vomit 1d6 Acid 1m range

BTM -2 DAM 0

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)

Must Eat Flesh Daily, Spread via Bite

 

Crimson Head Zombie

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +3

Brawl +6

Athletic +7

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to intiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

 

Crimson Head Zombie Prototype

BODY 8

REF 7

INT 1

COOL 3

MA 14

Skills

Notice +6

Brawl +9

Athletic +7

Bite 1d6/2+1

Natural Armour SP 4

Bite 1d6/2+1 (#1d6+3)

Claws 1d6+3 AP (#2d6 AP)

BTM -3 DAM +1

Natural Armour SP4

Does not make Stun Saves

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Weakpoint - Fire: Cannot develop from zombie if immolated, takes double damage from fire

Burrowing - (Can tunnel through dirt and sand 2 feet per minute, 6.5m per Turn

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Must Eat Flesh Daily, Spread via Bite, animal cunning

The RE: Genesis netbook claims it can cause airborne T-Virus infections if in proximity to those of low constitution. If that is chosen, any unsealed foes will become infected if they are in melee contact with the infected for more rounds than their BTM as a positive number.

 

Licker

BODY 4

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness +7

Brawl +7

Athletics +6

Claws 1d6+3 AP (#2d6 AP)

Tongue 2d6 2m (As a Slice & Dice)

BTM -1 DAM -1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Clawed/Evolved Licker

BODY 9

REF 6

INT 1

COOL 1

MA 3 (2 while climbing)

Skills

Awareness = +7

Brawl +8

Athletics +6

Claws 3d6 AP

BTM -3 DAM +1

SP 12 (If the sample zombie had Damage Resistance that halved all damage to represent Skinweave, it might as well be consistent)

Weakpoint - Brain: Only Called Shots/Destruction of Head can stop it

Can effectively sense any living thing within 30m of itself

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

#Take a Lickin' - Instead of the tongue as a distinct weapon, the fanbook considered it as a special ability.

From a pool of 9, roll a 1d10 each time it is used deduct that from the pool, if this results in a negative number, it becomes damage. The deducted points are the number of d6s rolled for the tongue damage, with +3 damage added.

Occasionally eats flesh, animal cunning

 

Hunter α

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +14

Occasionally eats flesh including animals, animal cunning

 

Hunter β

BODY 10

REF 7

INT 3

COOL 3

MA 14

Skills

Awareness +7

Brawl +7

Athletic +6

Dodge +7

Claws 2d6 AP (#3d6 AP)

BTM -4 DAM +2

Natural Armour SP 4

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, For skill purposes this is +14

Occasionally eats organs including animals, animal cunning

Has a tendency towards playing with it's food, might pause for a round before killing target

 

Hunter γ

BODY 12

REF 7

INT 3

COOL 7

MA 14

Skills

Awareness +7

Brawl +8

Swimming +6

Claws 2d6 AP (#3d6 AP)

Unhinged Jaw 6d6 (#4d10)

BTM -3 DAM +1

Weak Spot - Fire: Takes double damge from fire

Chomp - By taking two rounds to unhinge it's jaw, the Hunter can do 6d6 damage with a bite

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Is blind and relies on other senses

Daily eats organs, animal cunning

 

Chimera

BODY 9

REF 7

INT 3

COOL 6

MA 14 (2 when climbing and 1 while crawling on walls/ceilings)

Skills

Notice +7

Brawl +7

Athletic +6

Claws 1d6+3 AP (#2d6 AP)

The semi-parasitic maggots living on its regenerating, necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour) to anyone in melee range

Must Eat Flesh Daily, animal cunning

 

Tyrant (T-002 Model)

BODY 11

REF 7

INT 1

COOL 1

MA 14

Skills

Awareness +12

Brawl +8

Dodge +7

Talons 3d6 (AP) (#4d6 AP)

BTM -5 DAM +4

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature, and it must be total

I disagree with this, the Tyrant has a massive secondary/exposed heart Weakpoint - Heart would be better, requiring damage to the Torso

Can effectively sense any living thing within 70m of itself

I also doubt this, but it was part of the original AFMBE write-up

Fear - Automatically initiates Facedown rolls with an effective Rep of 7 and suffers no ill-effect from losing

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

The Lunge - MA increases by 3 when making a final movement towards a target, +2 to initiative that round

Does not need to eat (presumably it's filled up on nutrients in its tank), is created through surgery, animal cunning

 

Tyrant (T-103 Model)/Super-Tyrant [T-103R]

BODY = 11

REF = 3 [6]

INT = 6 [1]

Tech = 6 [0]

COOL = 1

MA = 2 [3]

Skills

Awareness = +12

Brawl = +9 [+12]

Intimidation = +9 [+0]

Athletics +6 [+0]

Punch 1d6+3 (#2d6)

Will attack twice if possible

[Talons 3d6 (AP) (#4d6 AP)]

[Can attack twice a round with no penalty]

BTM -5 DAM +4

Power Limiter Coat, All but head SP 14 SDP 42, Listed value of 400 split like Dead Points

When the Power Limiter is Destroyed, the Tyrant mutates into a Super-Tyrant

Does not make Stun Saves

Weakpoint - None: Only total dismemberment can stop this creature and it must be total

[Weakpoint - Heart: Only Called Shots/Destruction of Torso can stop it]

Can effectively sense a pre-programed target(s) within 70m of itself [Stops]

Does not need to eat (presumably it's filled up on nutrients in it's tank), is created through surgery, problem solving [Dumb as dead wood]

 

 

Nemesis-T Type

Stage I

BODY 25

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +9

Heavy Weapons +8

Punch 1d6+3 (#2d6)

Tentacle (Melee) 3d6 and T-Virus infection

This infection appears to spread slower according to the netbook, the roll to resist is made every 3 hours but causes 2 wounds if failed, with 3 total failures resulting in death and reanimation

Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10 1 1 1,000 VR

BTM -7 DAM 1d10+2

Coat (All but Head and upper part of Right Arm) SP 14

When reaching Mortal levels, Nemesis retreats and metamorphoses into Stage II

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage II

BODY 22

REF 7

INT 6

TECH 6

COOL 3

MA 14

Skills

Awareness +12

Brawl +10

Punch 1d6+3 (#2d6)

Tentacle 4m 3d6 (#5d6) and T-Virus infection

BTM -6 DAM 1d10

Weak Spot - Chemical (Acid): Will not be rendered inanimate unless acid is applied to body, is reduced to quivering mound of necrotic flesh for 1d6/2 x BODY minutes then transforms into Stage III

Tattered Clothing (Lower Abdomen and Legs) SP 8

Can effectively sense any living thing within 70m of itself

Can follow the scent of living beings that are 24 hours old. Can lose trace if target passes through large enough body of water, for skill purposes this is +17

Regenerates 1 Damage per round

Does not need to eat presumably it's filled up on nutrients in it's tank), Can speak limited amounts, problem solving

 

Stage III

BODY 21

REF 3

INT 1

COOL 1

MA 2

Skills

Awareness +12

Brawl +10

Tentacle 4m 3d6 (#5d6) and T-Virus infection

Can attack two separate targets per round

Spitter 2m 2d6 Acid (#3d6)

BTM -6 DAM 1d10

Weak Spot - None: Only total dismemberment can stop this creature, and it must be total

Can effectively sense any living thing within 70m of itself

Weekly eats flesh, animal cunning

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